Coliflowerz is back with a new quick combo guide, showing basics of Athena Asamiya gameplay in King of Fighters XIV! This is good for players who are interested in learning Athena; both beginners and advanced players!
Athena is a very simple character to play, but her combo game is quite odd. You’re not really going to be hitconfirming into combos as much with as you are going to try to play the neutral game with fireballs or land command grabs. Really focus on the command grab combos and the MAX mode combos.
Technically Athena can combo into supers from lights by doing into dp A, but it takes a ton of dexterity and really isn’t worth it. It isn’t something I’d teach a new player.
There are a lot of intricacies to some of her command grab combos, but I tried my best to shove them all into the video. Let me know if anything is confusing.
I know a lot of players use the (air) qcb BD special as their MAX starter usually. But those combos are actually pretty terrible. So don’t lol
Don’t let the title fool you. This video recorded by Hellpockets and uploaded on the GameGoons youtube channel is a good example of proper combo optimization. Using Terry, the video shows optimized, damaging combos using 2 or 3 meters.
Check out this latest Quick Guide by Coliflowerz breaking down Bandeiras! The video explains his normals attacks, properties on his special moves, and a few combos are demonstrated! Excellent for players who are curious about Bandeiras’ gameplay approach!
Such a fun character!
Bandeiras has a lot of complexities going on when it comes to comboing as him that looks difficult on paper, but not too bad in practice (after all from a visual standpoint it’s just him kneeing his opponent repeatedly). There’s a couple of specific things I want to note.
After landing a hcf D, you generally have a couple of options. qcf C is your most damaging ender midscreen, and gives you a hard knockdown that you can work with. cr. C lets you do a mix-up afterwards. cr. D gives you a soft knockdown that you can also work with (try doing a command grab as they tech roll). In the corner, you can get a hcf B into a cl. C, which will actually be your most damaging option. The link juggle is a little tight though; feel free to just end with qcf C in those situations.
His level 1 smoke bomb is probably the super you’ll be using in neutral a lot. Against most characters you can combo afterward with a hcf D; a couple of the smaller characters will drop too soon unless you use the weaker C version of the bomb instead. But even against regular characters, if they’re too far away you won’t be able to land anything. That’s why you have to do the specific string of cr. B xx cr. A xx qcf A in order to get that combo; using f. A or something will push them too far back.
Level 2 bomb is super easy to combo after. You’ll see in the combos that have you start with smoke bomb, I say you can use either f. A or qcf A; when super canceling, they’re almost interchangable, and it’s based on your playstyle. If you tend to end your strings with f. A, then you get a little less damage is you do get the confirm (usually a 15 point difference or so) but you get a little more flexibility since it’s cancelable. qcf A nets you more damage and is kinda easier to cancel into super off of, but your pressure strings become more predictable. Both are safe so it’s not a huge decision you’ll have to make. But the option is there!
His midscreen MAX combo is actually really finnicky. The timing for landing the hcf B can be pretty difficult. To it too early, you’ll miss. Do it too late, you won’t have enough time to get anything after, so then it’s kind of pointless. The corner ones are pretty easy thankfully. Because of this, when I play Bandi, I tend to use non-max mode smoke bomb combos midscreen, and the MAX combos in the corner.
Coliflowerz helps out new Terry Bogard players with this new gameplay tutorial! Normal attacks, command normals, special moves & super special moves are explained quickly in this video! Couple of useful bread and butter combos are performed as well, to help you get started!
Guide for Terry’s basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!